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Inapproximability of Congestion Games Alexander Skopalik, Berthold V ocking Department of Computer Science RWTH Aachen Warwick 2007 Alexander Skopalik, Berthold V ocking Inapproximability of Congestion Games Network Congestion Games


  1. Inapproximability of Congestion Games Alexander Skopalik, Berthold V¨ ocking Department of Computer Science RWTH Aachen Warwick 2007 Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  2. Network Congestion Games Given a directed graph G = ( V , E ) with delay functions d e : { 1 , . . . , n } → N , e ∈ E . Player i wants to allocate a path of minimal delay between a source s i and a target t i . Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  3. Network Congestion Games Given a directed graph G = ( V , E ) with delay functions d e : { 1 , . . . , n } → N , e ∈ E . Player i wants to allocate a path of minimal delay between a source s i and a target t i . 7,8,9 1,2,9 s t 1,9,9 4,5,6 1,2,3 Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  4. Network Congestion Games Given a directed graph G = ( V , E ) with delay functions d e : { 1 , . . . , n } → N , e ∈ E . Player i wants to allocate a path of minimal delay between a source s i and a target t i . 7,8,9 1,2,9 s t 1,9,9 4,5,6 1,2,3 Game is called symmetric if all players have the same source/target pair. Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  5. Congestion Games - general Definition Congestion game is a tuple G = ( N , R , (Σ i ) i ∈N , ( d r ) r ∈R ) with N = { 1 , . . . , n } , set of players R = { 1 , . . . , m } , set of resources Σ i ⊆ 2 [ m ] , strategy space of player i d r : { 1 , . . . , n } → R , delay function or resource r For any state S = ( S 1 , . . . , S n ) ∈ Σ 1 × · · · Σ n n r = number of players with r ∈ S i d r ( n r ) = delay of resource r � r ∈ S i d r ( n r ) = delay of player i S is Nash equilibrium if no player can unilaterally decrease its delay. Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  6. The transition graph Definition The transition graph of a congestion game Γ contains a node for every state S and a directed edge ( S , S ′ ) if S ′ can be reached from S by the improvement step of a single player. Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  7. The transition graph Definition The transition graph of a congestion game Γ contains a node for every state S and a directed edge ( S , S ′ ) if S ′ can be reached from S by the improvement step of a single player. The sinks of the transition graph are the Nash equilibria of G . Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  8. The transition graph Definition The transition graph of a congestion game Γ contains a node for every state S and a directed edge ( S , S ′ ) if S ′ can be reached from S by the improvement step of a single player. The sinks of the transition graph are the Nash equilibria of G . Nash equilibria are local optima wrt Rosenthal’s potential function n r ( S ) � � φ ( S ) = d r ( i ) . r ∈R i =1 Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  9. Complexity of computing equilibria Known Results matroid games network games general games O ( n 2 m 2 ) symmetric polynomial O ( n 2 m 2 ) asymmetric matroid game results by [Ackermann, R¨ oglin, V. 2006] all other results by [Fabrikant, Papadimitriou, Talwar 2004] Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  10. Complexity of computing equilibria Known Results matroid games network games general games O ( n 2 m 2 ) symmetric polynomial PLS-complete O ( n 2 m 2 ) asymmetric PLS-complete PLS-complete matroid game results by [Ackermann, R¨ oglin, V. 2006] all other results by [Fabrikant, Papadimitriou, Talwar 2004] Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  11. The complexity class PLS PLS (Polynomial Local Search) PLS contains optimization problems with a specified neighborhood relationship Γ. It is required that there is a poly-time algorithm that, given any solution S , either computes a solution in Γ( S ) with better objective value or certifies that S is a local optimum. Examples: FLIP (circuit evaluation with Flip-neighborhood) Max-Sat with Flip-neighborhood Max-Cut with Flip-neighborhood TSP with 2-Opt-neighborhood Congestion games wrt improvement steps Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  12. The complexity class PLS PLS reductions Given two PLS problems Π 1 and Π 2 find a mapping from the in- stances of Π 1 to the instances of Π 2 such that the mapping can be computed in polynomial time, the local optima of Π 1 are mapped to local optima of Π 2 , and given any local optimum of Π 2 , one can construct a local optimum of Π 1 in polynomial time. Examples for PLS-complete problem: FLIP (via a master reduction) Max-Sat and POS-NAE-SAT Max-Cut Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  13. Approximation of local search problems Definition Consider any local search problem Π. Let α > 1. An α -approximation for an instance of Π is a state S with the property that every state in Γ( S ) has a value of at most α times better than the value of S . Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  14. Approximation of local search problems Definition Consider any local search problem Π. Let α > 1. An α -approximation for an instance of Π is a state S with the property that every state in Γ( S ) has a value of at most α times better than the value of S . Orlin, Punnen, Abraham, Schulz 2004 There is a fully polynomial time approximation scheme for every problem in PLS. Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  15. Approximation of congestion games Definition An α -approximate equilibrium, for α > 1, is a state S with the property that none of the players can improve its delay by a factor of more than α . Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  16. Approximation of congestion games Definition An α -approximate equilibrium, for α > 1, is a state S with the property that none of the players can improve its delay by a factor of more than α . Chien & Sinclair 2007 In any symmetric network congestion game in which all edges satisfy the β -bounded jump condition, i.e., d e ( i +1) ≤ β d e ( i ) for all i ∈ N , there is a sequence of improvement steps converging in O ( n βǫ − 1 log( nD )) steps, where D is an upper bound on the maximum delay. Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  17. New results For any poly-time computable α > 1, finding an α -approximate Nash equilibrium in general congestion games with positive and increasing delay functions is PLS -hard. Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  18. New results For any poly-time computable α > 1, finding an α -approximate Nash equilibrium in general congestion games with positive and increasing delay functions is PLS -hard. For every n ∈ N , there is a congestion game with n players having a state with the property that every sequence of improvement steps leading from this state to an approximate equilibrium has exponential length in n . Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  19. New results For any poly-time computable α > 1, finding an α -approximate Nash equilibrium in general congestion games with positive and increasing delay functions is PLS -hard. For every n ∈ N , there is a congestion game with n players having a state with the property that every sequence of improvement steps leading from this state to an approximate equilibrium has exponential length in n . It is PSPACE -hard to compute an α -equilibrium reachable from a given state in a given congestion games. Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  20. Sketch of the analysis We do a PLS-Reduction from FLIP. Definition ( FLIP) An instance of the problem FLIP consists of a Boolean circuit C with input bits x 1 , . . . , x n and output bits y 1 , . . . , y m . The neighborhood N ( x ) of solution x is set of bit vectors x ′ that differ from x in one bit and c ( x ′ ) < c ( x ). We transform C into a congestion game G ( C ) such that Nash equilibria of G ( C ) correspond to a local optimum of f C . Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  21. Sketch of the analysis We do a PLS-Reduction from FLIP. Definition ( FLIP) An instance of the problem FLIP consists of a Boolean circuit C with input bits x 1 , . . . , x n and output bits y 1 , . . . , y m . The neighborhood N ( x ) of solution x is set of bit vectors x ′ that differ from x in one bit and c ( x ′ ) < c ( x ). We transform C into a congestion game G ( C ) such that Nash equilibria of G ( C ) correspond to a local optimum of f C . Delays of different strategies of any player in G ( C ) deviate at least by a factor of α . Thus all equilibria are α -approximate equilibria. Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

  22. Representing circuits by congestion games W.l.o.g. the circuit consists only of NAND-Gates. Sort the gates in reverse topological order. Design of i -th gate: input player a input player b "zero strategies" 0/ α 2i 0/ α 2i "one strategies" 0/0/ α 2i output player Alexander Skopalik, Berthold V¨ ocking Inapproximability of Congestion Games

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